/*
 * This file is part of the OregonCore Project. See AUTHORS file for Copyright information
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

#include "Unit.h"
#include "Player.h"
#include "Pet.h"
#include "Creature.h"
#include "SharedDefines.h"
#include "SpellAuras.h"

/*#######################################
########                         ########
########   UNIT STAT SYSTEM      ########
########                         ########
#######################################*/

void Unit::UpdateAllResistances()
{
    for (uint8 i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
        UpdateResistances(i);
}

void Unit::UpdateDamagePhysical(WeaponAttackType attType)
{
    float minDamage = 0.0f;
    float maxDamage = 0.0f;

    CalculateMinMaxDamage(attType, false, true, minDamage, maxDamage);

    switch (attType)
    {
    case BASE_ATTACK:
    default:
        SetStatFloatValue(UNIT_FIELD_MINDAMAGE, minDamage);
        SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxDamage);
        break;
    case OFF_ATTACK:
        SetStatFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, minDamage);
        SetStatFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, maxDamage);
        break;
    case RANGED_ATTACK:
        SetStatFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, minDamage);
        SetStatFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, maxDamage);
        break;
    }
}

/*#######################################
########                         ########
########   PLAYERS STAT SYSTEM   ########
########                         ########
#######################################*/

bool Player::UpdateStats(Stats stat)
{
    if (stat > STAT_SPIRIT)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);

    SetStat(stat, int32(value));

    if (stat == STAT_STAMINA || stat == STAT_INTELLECT)
    {
        Pet* pet = GetPet();
        if (pet)
            pet->UpdateStats(stat);
    }

    switch (stat)
    {
        case STAT_STRENGTH:
            UpdateShieldBlockValue();
            break;
        case STAT_AGILITY:
            UpdateArmor();
            UpdateAllCritPercentages();
            UpdateDodgePercentage();
            break;
        case STAT_STAMINA:
            UpdateMaxHealth();
            break;
        case STAT_INTELLECT:
            UpdateMaxPower(POWER_MANA);
            UpdateAllSpellCritChances();
            UpdateArmor();                                  //SPELL_AURA_MOD_RESISTANCE_OF_INTELLECT_PERCENT, only armor currently
            break;
        case STAT_SPIRIT:
            break;
        default:
            break;
    }

    if (stat == STAT_STRENGTH)
    {
        UpdateAttackPowerAndDamage(false);
        if (HasAuraTypeWithMiscvalue(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT, stat))
            UpdateAttackPowerAndDamage(true);
    }
    else if (stat == STAT_AGILITY)
    {
        UpdateAttackPowerAndDamage(false);
        UpdateAttackPowerAndDamage(true);
    }
    else
    {
        if (HasAuraTypeWithMiscvalue(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT, stat))
            UpdateAttackPowerAndDamage(true);
    }

    UpdateSpellDamageAndHealingBonus();
    UpdateManaRegen();

    // Update ratings in exist SPELL_AURA_MOD_RATING_FROM_STAT and only depends from stat
    uint32 mask = 0;
    AuraList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT);
    for (AuraList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i)
        if (Stats((*i)->GetMiscBValue()) == stat)
            mask |= (*i)->GetMiscValue();
    if (mask)
    {
        for (uint32 rating = 0; rating < MAX_COMBAT_RATING; ++rating)
            if (mask & (1 << rating))
                ApplyRatingMod(CombatRating(rating), 0, true);
    }
    return true;
}

void Player::UpdateSpellDamageAndHealingBonus()
{
    // Magic damage modifiers implemented in Unit::SpellDamageBonus
    // This information for client side use only
    // Get healing bonus for all schools
    SetStatInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, SpellBaseHealingBonus(SPELL_SCHOOL_MASK_ALL));
    // Get damage bonus for all schools
    for (int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
        SetStatInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i, SpellBaseDamageBonus(SpellSchoolMask(1 << i)));
}

bool Player::UpdateAllStats()
{
    for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
    {
        float value = GetTotalStatValue(Stats(i));
        SetStat(Stats(i), int32(value));
    }

    UpdateAttackPowerAndDamage();
    UpdateAttackPowerAndDamage(true);
    UpdateArmor();
    UpdateMaxHealth();

    for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i)
        UpdateMaxPower(Powers(i));

    UpdateAllCritPercentages();
    UpdateAllSpellCritChances();
    UpdateDefenseBonusesMod();
    UpdateShieldBlockValue();
    UpdateSpellDamageAndHealingBonus();
    UpdateManaRegen();
    UpdateExpertise(BASE_ATTACK);
    UpdateExpertise(OFF_ATTACK);
    UpdateAllResistances();

    return true;
}

void Player::UpdateResistances(uint32 school)
{
    if (school > SPELL_SCHOOL_NORMAL)
    {
        float value  = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));
        SetResistance(SpellSchools(school), int32(value));

        Pet* pet = GetPet();
        if (pet)
            pet->UpdateResistances(school);
    }
    else
        UpdateArmor();
}

void Player::UpdateArmor()
{
    UnitMods unitMod = UNIT_MOD_ARMOR;

    float value = GetModifierValue(unitMod, BASE_VALUE);    // base armor (from items)
    value *= GetModifierValue(unitMod, BASE_PCT);           // armor percent from items
    value += GetStat(STAT_AGILITY) * 2.0f;                  // armor bonus from stats
    value += GetModifierValue(unitMod, TOTAL_VALUE);

    //add dynamic flat mods
    AuraList const& mResbyIntellect = GetAurasByType(SPELL_AURA_MOD_RESISTANCE_OF_STAT_PERCENT);
    for (AuraList::const_iterator i = mResbyIntellect.begin(); i != mResbyIntellect.end(); ++i)
    {
        Modifier* mod = (*i)->GetModifier();
        if (mod->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)
            value += CalculatePct(GetStat(Stats((*i)->GetMiscBValue())), (*i)->GetModifierValue());
    }

    value *= GetModifierValue(unitMod, TOTAL_PCT);

    // @todo Move this outta here!
    // Druid Enrage armor reduction
    if (HasAura(5229, 0))
        value -= (m_form == FORM_DIREBEAR) ? 0.16 * value : 0.27 * value;

    SetArmor(int32(value));

    Pet* pet = GetPet();
    if (pet)
        pet->UpdateArmor();
}

float Player::GetHealthBonusFromStamina()
{
    float stamina = GetStat(STAT_STAMINA);
    float baseStam = std::min(20.0f, stamina);
    float moreStam = stamina - baseStam;

    return baseStam + (moreStam * 10.0f);
}

float Player::GetManaBonusFromIntellect()
{
    float intellect = GetStat(STAT_INTELLECT);
    float baseInt = std::min(20.0f, intellect);
    float moreInt = intellect - baseInt;

    return baseInt + (moreInt * 15.0f);
}

void Player::UpdateMaxHealth()
{
    UnitMods unitMod = UNIT_MOD_HEALTH;

    float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreateHealth();
    value *= GetModifierValue(unitMod, BASE_PCT);
    value += GetModifierValue(unitMod, TOTAL_VALUE) + GetHealthBonusFromStamina();
    value *= GetModifierValue(unitMod, TOTAL_PCT);

    SetMaxHealth((uint32)value);
}

void Player::UpdateMaxPower(Powers power)
{
    UnitMods unitMod = UnitMods(UNIT_MOD_POWER_START + power);

    // ignore classes without mana
    float bonusPower = (power == POWER_MANA && GetCreatePowers(power) > 0) ? GetManaBonusFromIntellect() : 0;

    float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreatePowers(power);
    value *= GetModifierValue(unitMod, BASE_PCT);
    value += GetModifierValue(unitMod, TOTAL_VALUE) +  bonusPower;
    value *= GetModifierValue(unitMod, TOTAL_PCT);

    SetMaxPower(power, uint32(value));
}

void Player::UpdateAttackPowerAndDamage(bool ranged)
{
    float val2 = 0.0f;
    float level = float(getLevel());

    UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER;

    uint16 index = UNIT_FIELD_ATTACK_POWER;
    uint16 index_mod = UNIT_FIELD_ATTACK_POWER_MODS;
    uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;

    if (ranged)
    {
        index = UNIT_FIELD_RANGED_ATTACK_POWER;
        index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MODS;
        index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;

        switch (getClass())
        {
            case CLASS_HUNTER:
                val2 = level * 2.0f + GetStat(STAT_AGILITY) - 10.0f;
                break;
            case CLASS_ROGUE:
                val2 = level + GetStat(STAT_AGILITY) - 10.0f;
                break;
            case CLASS_WARRIOR:
                val2 = level + GetStat(STAT_AGILITY) - 10.0f;
                break;
            case CLASS_DRUID:
                switch (m_form)
                {
                    case FORM_CAT:
                    case FORM_BEAR:
                    case FORM_DIREBEAR:
                        val2 = 0.0f; break;
                    default:
                        val2 = GetStat(STAT_AGILITY) - 10.0f; break;
                }
                break;
            default: val2 = GetStat(STAT_AGILITY) - 10.0f; break;
        }
    }
    else
    {
        switch (getClass())
        {
            case CLASS_WARRIOR:
                val2 = level * 3.0f + GetStat(STAT_STRENGTH) * 2.0f - 20.0f;
                break;
            case CLASS_PALADIN:
                val2 = level * 3.0f + GetStat(STAT_STRENGTH) * 2.0f - 20.0f;
                break;
            case CLASS_ROGUE:
                val2 = level * 2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f;
                break;
            case CLASS_HUNTER:
                val2 = level * 2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f;
                break;
            case CLASS_SHAMAN:
                val2 = level * 2.0f + GetStat(STAT_STRENGTH) * 2.0f - 20.0f;
                break;
            case CLASS_DRUID:
                {
                    //Check if Predatory Strikes is skilled
                    float mLevelMult = 0.0;
                    switch (m_form)
                    {
                        case FORM_CAT:
                        case FORM_BEAR:
                        case FORM_DIREBEAR:
                        case FORM_MOONKIN:
                            {
                                Unit::AuraList const& mDummy = GetAurasByType(SPELL_AURA_DUMMY);
                                for (Unit::AuraList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
                                {
                                    // Predatory Strikes
                                    if ((*itr)->GetSpellProto()->SpellIconID == 1563)
                                    {
                                        mLevelMult = (*itr)->GetModifier()->m_amount / 100.0f;
                                        break;
                                    }
                                }
                                break;
                            }
                        default:
                            break;
                    }

                    switch (m_form)
                    {
                        case FORM_CAT:
                            val2 = getLevel() * (mLevelMult + 2.0f) + GetStat(STAT_STRENGTH) * 2.0f + GetStat(STAT_AGILITY) - 20.0f;
                            break;
                        case FORM_BEAR:
                        case FORM_DIREBEAR:
                            val2 = getLevel() * (mLevelMult + 3.0f) + GetStat(STAT_STRENGTH) * 2.0f - 20.0f;
                            break;
                        case FORM_MOONKIN:
                            val2 = getLevel() * (mLevelMult + 1.5f) + GetStat(STAT_STRENGTH) * 2.0f - 20.0f;
                            break;
                        default:
                            val2 = GetStat(STAT_STRENGTH) * 2.0f - 20.0f;
                            break;
                    }
                    break;
                }
            case CLASS_MAGE:
                val2 = GetStat(STAT_STRENGTH) - 10.0f;
                break;
            case CLASS_PRIEST:
                val2 = GetStat(STAT_STRENGTH) - 10.0f;
                break;
            case CLASS_WARLOCK:
                val2 = GetStat(STAT_STRENGTH) - 10.0f;
                break;
        }
    }

    SetModifierValue(unitMod, BASE_VALUE, val2);

    float base_attPower  = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);

    //add dynamic flat mods
    if (ranged)
    {
        if ((getClassMask() & CLASSMASK_WAND_USERS) == 0)
        {
            AuraList const& mRAPbyIntellect = GetAurasByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT);
            for (AuraList::const_iterator i = mRAPbyIntellect.begin(); i != mRAPbyIntellect.end(); ++i)
                attPowerMod += CalculatePct(GetStat(Stats((*i)->GetMiscValue())), (*i)->GetModifierValue());
        }
    }

    float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;

    SetInt32Value(index, (uint32)base_attPower);            //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(index_mod, (uint32)attPowerMod);          //UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
    SetFloatValue(index_mult, attPowerMultiplier);          //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field

    Pet* pet = GetPet();                                //update pet's AP
    //automatically update weapon damage after attack power modification
    if (ranged)
    {
        UpdateDamagePhysical(RANGED_ATTACK);
        if (pet && pet->IsHunterPet()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
    else
    {
        UpdateDamagePhysical(BASE_ATTACK);
        if (CanDualWield() && haveOffhandWeapon())           //allow update offhand damage only if player knows DualWield Spec and has equipped offhand weapon
            UpdateDamagePhysical(OFF_ATTACK);
        if (getClass() == CLASS_SHAMAN)                      // mental quickness
            UpdateSpellDamageAndHealingBonus();
    }
}

void Player::UpdateShieldBlockValue()
{
    SetUInt32Value(PLAYER_SHIELD_BLOCK, GetShieldBlockValue());
}

void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage)
{
    UnitMods unitMod;

    switch (attType)
    {
        case BASE_ATTACK:
        default:
            unitMod = UNIT_MOD_DAMAGE_MAINHAND;
            break;
        case OFF_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_OFFHAND;
            break;
        case RANGED_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_RANGED;
            break;
    }

    float attackSpeedMod = GetAPMultiplier(attType, normalized);

    float baseValue  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * attackSpeedMod;
    float basePct    = GetModifierValue(unitMod, BASE_PCT);
    float totalValue = GetModifierValue(unitMod, TOTAL_VALUE);
    float totalPct   = GetModifierValue(unitMod, TOTAL_PCT);

    float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    if (IsInFeralForm()) // check if player is druid and in cat or bear forms
    {
        uint8 lvl = getLevel();
        if (lvl > 60)
            lvl = 60;

        weaponMinDamage = lvl * 0.85f * attackSpeedMod;
        weaponMaxDamage = lvl * 1.25f * attackSpeedMod;
    }
    else if (!CanUseAttackType(attType)) // check if player not in form but still can't use (disarm case)
    {
        // cannot use ranged/off attack, set values to 0
        if (attType != BASE_ATTACK)
        {
            minDamage = 0;
            maxDamage = 0;
            return;
        }
        weaponMinDamage = BASE_MINDAMAGE;
        weaponMaxDamage = BASE_MAXDAMAGE;
    }
    else if (attType == RANGED_ATTACK) // add ammo DPS to ranged damage
    {
        weaponMinDamage += GetAmmoDPS() * attackSpeedMod;
        weaponMaxDamage += GetAmmoDPS() * attackSpeedMod;
    }

    /*if (attType == BASE_ATTACK)
    {
        int32 speed_mod = GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKSPEED);
        base_pct *= 100.0f / (100.0f + float(speed_mod / 2));
    }*/

    minDamage = ((weaponMinDamage + baseValue) * basePct + totalValue) * totalPct;
    maxDamage = ((weaponMaxDamage + baseValue) * basePct + totalValue) * totalPct;
}

void Player::UpdateDefenseBonusesMod()
{
    UpdateBlockPercentage();
    UpdateParryPercentage();
    UpdateDodgePercentage();
}

void Player::UpdateBlockPercentage()
{
    // No block
    float value = 0.0f;
    if (CanBlock())
    {
        // Base value
        value = 5.0f;
        // Modify value from defense skill
        value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
        // Increase from SPELL_AURA_MOD_BLOCK_PERCENT aura
        value += GetTotalAuraModifier(SPELL_AURA_MOD_BLOCK_PERCENT);
        // Increase from rating
        value += GetRatingBonusValue(CR_BLOCK);
        value = value < 0.0f ? 0.0f : value;
    }
    SetStatFloatValue(PLAYER_BLOCK_PERCENTAGE, value);
}

void Player::UpdateCritPercentage(WeaponAttackType attType)
{
    BaseModGroup modGroup;
    uint16 index;
    CombatRating cr;

    switch (attType)
    {
        case OFF_ATTACK:
            modGroup = OFFHAND_CRIT_PERCENTAGE;
            index = PLAYER_OFFHAND_CRIT_PERCENTAGE;
            cr = CR_CRIT_MELEE;
            break;
        case RANGED_ATTACK:
            modGroup = RANGED_CRIT_PERCENTAGE;
            index = PLAYER_RANGED_CRIT_PERCENTAGE;
            cr = CR_CRIT_RANGED;
            break;
        case BASE_ATTACK:
        default:
            modGroup = CRIT_PERCENTAGE;
            index = PLAYER_CRIT_PERCENTAGE;
            cr = CR_CRIT_MELEE;
            break;
    }

    float value = GetTotalPercentageModValue(modGroup) + GetRatingBonusValue(cr);
    // Modify crit from weapon skill and maximized defense skill of same level victim difference
    value += (int32(GetWeaponSkillValue(attType)) - int32(GetMaxSkillValueForLevel())) * 0.04f;
    value = value < 0.0f ? 0.0f : value;
    SetStatFloatValue(index, value);
}

void Player::UpdateAllCritPercentages()
{
    float value = GetMeleeCritFromAgility();

    SetBaseModValue(CRIT_PERCENTAGE, PCT_MOD, value);
    SetBaseModValue(OFFHAND_CRIT_PERCENTAGE, PCT_MOD, value);
    SetBaseModValue(RANGED_CRIT_PERCENTAGE, PCT_MOD, value);

    UpdateCritPercentage(BASE_ATTACK);
    UpdateCritPercentage(OFF_ATTACK);
    UpdateCritPercentage(RANGED_ATTACK);
}

void Player::UpdateParryPercentage()
{
    // No parry
    float value = 0.0f;
    if (CanParry())
    {
        // Base parry
        value  = 5.0f;
        // Modify value from defense skill
        value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
        // Parry from SPELL_AURA_MOD_PARRY_PERCENT aura
        value += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT);
        // Parry from rating
        value += GetRatingBonusValue(CR_PARRY);
        value = value < 0.0f ? 0.0f : value;
    }
    SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, value);
}

void Player::UpdateDodgePercentage()
{
    // Dodge from agility
    float value = GetDodgeFromAgility();
    // Modify value from defense skill
    value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
    // Dodge from SPELL_AURA_MOD_DODGE_PERCENT aura
    value += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT);
    // Dodge from rating
    value += GetRatingBonusValue(CR_DODGE);
    value = value < 0.0f ? 0.0f : value;
    SetStatFloatValue(PLAYER_DODGE_PERCENTAGE, value);
}

void Player::UpdateSpellCritChance(uint32 school)
{
    // For normal school set zero crit chance
    if (school == SPELL_SCHOOL_NORMAL)
    {
        SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1, 0.0f);
        return;
    }
    // For others recalculate it from:
    float crit = 0.0f;
    // Crit from Intellect
    crit += GetSpellCritFromIntellect();
    // Increase crit from SPELL_AURA_MOD_SPELL_CRIT_CHANCE
    crit += GetTotalAuraModifier(SPELL_AURA_MOD_SPELL_CRIT_CHANCE);
    // Increase crit by school from SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL
    crit += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL, 1 << school);
    // Increase crit from spell crit ratings
    crit += GetRatingBonusValue(CR_CRIT_SPELL);

    // Store crit value
    SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1 + school, crit);
}

void Player::UpdateMeleeHitChances()
{
    m_modMeleeHitChance = (float)GetTotalAuraModifier(SPELL_AURA_MOD_HIT_CHANCE);
    m_modMeleeHitChance += GetRatingBonusValue(CR_HIT_MELEE);
}

void Player::UpdateRangedHitChances()
{
    m_modRangedHitChance = (float)GetTotalAuraModifier(SPELL_AURA_MOD_HIT_CHANCE);
    m_modRangedHitChance += GetRatingBonusValue(CR_HIT_RANGED);
}

void Player::UpdateSpellHitChances()
{
    m_modSpellHitChance = (float)GetTotalAuraModifier(SPELL_AURA_MOD_SPELL_HIT_CHANCE);
    m_modSpellHitChance += GetRatingBonusValue(CR_HIT_SPELL);
}

void Player::UpdateAllSpellCritChances()
{
    for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
        UpdateSpellCritChance(i);
}

void Player::UpdateExpertise(WeaponAttackType attack)
{
    if (attack == RANGED_ATTACK)
        return;

    int32 expertise = int32(GetRatingBonusValue(CR_EXPERTISE));

    Item* weapon = GetWeaponForAttack(attack, true);

    AuraList const& expAuras = GetAurasByType(SPELL_AURA_MOD_EXPERTISE);
    for (AuraList::const_iterator itr = expAuras.begin(); itr != expAuras.end(); ++itr)
    {
        // item neutral spell
        if ((*itr)->GetSpellProto()->EquippedItemClass == -1)
            expertise += (*itr)->GetModifierValue();
        // item dependent spell
        else if (weapon && weapon->IsFitToSpellRequirements((*itr)->GetSpellProto()))
            expertise += (*itr)->GetModifierValue();
    }

    if (expertise < 0)
        expertise = 0;

    switch (attack)
    {
        case BASE_ATTACK:
            SetUInt32Value(PLAYER_EXPERTISE, expertise);
            break;
        case OFF_ATTACK:
            SetUInt32Value(PLAYER_OFFHAND_EXPERTISE, expertise);
            break;
        default:
            break;
    }
}

void Player::UpdateManaRegen()
{
    float Intellect = GetStat(STAT_INTELLECT);
    // Mana regen from spirit and intellect
    float power_regen = std::sqrt(Intellect) * OCTRegenMPPerSpirit();
    // Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen
    power_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);

    // Mana regen from SPELL_AURA_MOD_POWER_REGEN aura
    float power_regen_mp5 = GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f;

    // Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura
    AuraList const& regenAura = GetAurasByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT);
    for (AuraList::const_iterator i = regenAura.begin(); i != regenAura.end(); ++i)
    {
        Modifier* mod = (*i)->GetModifier();
        power_regen_mp5 += GetStat(Stats(mod->m_miscvalue)) * (*i)->GetModifierValue() / 500.0f;
    }

    // Bonus from some dummy auras
    AuraList const& mDummyAuras = GetAurasByType(SPELL_AURA_PERIODIC_DUMMY);
    for (AuraList::const_iterator i = mDummyAuras.begin(); i != mDummyAuras.end(); ++i)
        if ((*i)->GetId() == 34074)                          // Aspect of the Viper
        {
            power_regen_mp5 += (*i)->GetModifier()->m_amount * Intellect / 500.0f;
            // Add regen bonus from level in this dummy
            power_regen_mp5 += float(getLevel() * 35 / 100);
        }

    // Set regen rate in cast state apply only on spirit based regen
    int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);
    if (modManaRegenInterrupt > 100)
        modManaRegenInterrupt = 100;
    SetStatFloatValue(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT, power_regen_mp5 + CalculatePct(power_regen, modManaRegenInterrupt));

    SetStatFloatValue(PLAYER_FIELD_MOD_MANA_REGEN, power_regen_mp5 + power_regen);
}

void Player::_ApplyAllStatBonuses()
{
    SetCanModifyStats(false);

    _ApplyAllAuraMods();
    _ApplyAllItemMods();

    SetCanModifyStats(true);

    UpdateAllStats();
}

void Player::_RemoveAllStatBonuses()
{
    SetCanModifyStats(false);

    _RemoveAllItemMods();
    _RemoveAllAuraMods();

    SetCanModifyStats(true);

    UpdateAllStats();
}

/*#######################################
########                         ########
########    MOBS STAT SYSTEM     ########
########                         ########
#######################################*/

bool Creature::UpdateStats(Stats /*stat*/)
{
    return true;
}

bool Creature::UpdateAllStats()
{
    UpdateMaxHealth();
    UpdateAttackPowerAndDamage();
    UpdateAttackPowerAndDamage(true);

    for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i)
        UpdateMaxPower(Powers(i));

    UpdateAllResistances();

    return true;
}

void Creature::UpdateResistances(uint32 school)
{
    if (school > SPELL_SCHOOL_NORMAL)
    {
        float value  = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));
        SetResistance(SpellSchools(school), int32(value));
    }
    else
        UpdateArmor();
}

void Creature::UpdateArmor()
{
    float value = GetTotalAuraModValue(UNIT_MOD_ARMOR);
    SetArmor(int32(value));
}

void Creature::UpdateMaxHealth()
{
    float value = GetTotalAuraModValue(UNIT_MOD_HEALTH);
    SetMaxHealth(uint32(value));
}

void Creature::UpdateMaxPower(Powers power)
{
    UnitMods unitMod = UnitMods(UNIT_MOD_POWER_START + power);

    float value  = GetTotalAuraModValue(unitMod);
    SetMaxPower(power, uint32(value));
}

void Creature::UpdateAttackPowerAndDamage(bool ranged)
{
    UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER;

    uint16 index = UNIT_FIELD_ATTACK_POWER;
    uint16 indexMod = UNIT_FIELD_ATTACK_POWER_MODS;
    uint16 indexMulti = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;

    if (ranged)
    {
        index = UNIT_FIELD_RANGED_ATTACK_POWER;
        indexMod = UNIT_FIELD_RANGED_ATTACK_POWER_MODS;
        indexMulti = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
    }

    float baseAttackPower = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attackPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);
    float attackPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;

    SetInt32Value(index, uint32(baseAttackPower));      // UNIT_FIELD_(RANGED)_ATTACK_POWER
    SetInt32Value(indexMod, uint32(attackPowerMod));    // UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS
    SetFloatValue(indexMulti, attackPowerMultiplier);   // UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER

                                                        // automatically update weapon damage after attack power modification
    if (ranged)
        UpdateDamagePhysical(RANGED_ATTACK);
    else
    {
        UpdateDamagePhysical(BASE_ATTACK);
        UpdateDamagePhysical(OFF_ATTACK);
    }
}

void Creature::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage)
{
    float variance = 1.0f;
    UnitMods unitMod;
    switch (attType)
    {
    case BASE_ATTACK:
    default:
        variance = GetCreatureTemplate()->BaseVariance;
        unitMod = UNIT_MOD_DAMAGE_MAINHAND;
        break;
    case OFF_ATTACK:
        variance = GetCreatureTemplate()->BaseVariance;
        unitMod = UNIT_MOD_DAMAGE_OFFHAND;
        break;
    case RANGED_ATTACK:
        variance = GetCreatureTemplate()->RangeVariance;
        unitMod = UNIT_MOD_DAMAGE_RANGED;
        break;
    }

    if (attType == OFF_ATTACK && !haveOffhandWeapon())
    {
        minDamage = 0.0f;
        maxDamage = 0.0f;
        return;
    }

    float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    if (!CanUseAttackType(attType)) // disarm case
    {
        weaponMinDamage = 0.0f;
        weaponMaxDamage = 0.0f;
    }

    float attackPower = GetTotalAttackPowerValue(attType);
    float attackSpeedMulti = GetAPMultiplier(attType, normalized);
    float baseValue = GetModifierValue(unitMod, BASE_VALUE) + (attackPower / 14.0f) * variance;
    float basePct = GetModifierValue(unitMod, BASE_PCT) * attackSpeedMulti;
    float totalValue = GetModifierValue(unitMod, TOTAL_VALUE);
    float totalPct = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;
    float dmgMultiplier = GetCreatureTemplate()->ModDamage; // = ModDamage * _GetDamageMod(rank);

    minDamage = ((weaponMinDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct;
    maxDamage = ((weaponMaxDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct;
}

/*#######################################
########                         ########
########    PETS STAT SYSTEM     ########
########                         ########
#######################################*/

#define ENTRY_IMP               416
#define ENTRY_VOIDWALKER        1860
#define ENTRY_SUCCUBUS          1863
#define ENTRY_FELHUNTER         417
#define ENTRY_FELGUARD          17252
#define ENTRY_WATER_ELEMENTAL   510
#define ENTRY_TREANT            1964
#define ENTRY_FIRE_ELEMENTAL    15438
#define ENTRY_SHADOWFIEND       19668

bool Guardian::UpdateStats(Stats stat)
{
    if (stat > MAX_STATS)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);
    float ownersBonus = 0.0f;

    Unit* owner = GetOwner();
    if (stat == STAT_STAMINA)
    {
        if (owner && (IsHunterPet() || owner->getClass() == CLASS_WARLOCK))
        {
            ownersBonus = CalculatePct(owner->GetStat(STAT_STAMINA), 30);
            value += ownersBonus;
        }
    }
    //warlock's and mage's pets gain 30% of owner's intellect
    else if (stat == STAT_INTELLECT && IsPet())
    {
        if (owner && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE))
        {
            ownersBonus = CalculatePct(owner->GetStat(stat), 30);
            value += ownersBonus;
        }
    }

    SetStat(stat, int32(value));

    switch (stat)
    {
        case STAT_STRENGTH:         UpdateAttackPowerAndDamage();        break;
        case STAT_AGILITY:          UpdateArmor();                       break;
        case STAT_STAMINA:          UpdateMaxHealth();                   break;
        case STAT_INTELLECT:        UpdateMaxPower(POWER_MANA);          break;
        case STAT_SPIRIT:
        default:
            break;
    }

    return true;
}

bool Guardian::UpdateAllStats()
{
    for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
        UpdateStats(Stats(i));

    for (int i = POWER_MANA; i < MAX_POWERS; ++i)
        UpdateMaxPower(Powers(i));

    UpdateAllResistances();

    return true;
}

void Guardian::UpdateResistances(uint32 school)
{
    if (school > SPELL_SCHOOL_NORMAL)
    {
        float value  = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));

        // hunter and warlock pets gain 40% of owner's resistance
        if (IsPet())
            value += float(CalculatePct(m_owner->GetResistance(SpellSchools(school)), 40));

        SetResistance(SpellSchools(school), int32(value));
    }
    else
        UpdateArmor();
}

void Guardian::UpdateArmor()
{
    float value = 0.0f;
    float bonus_armor = 0.0f;
    UnitMods unitMod = UNIT_MOD_ARMOR;

    // hunter and warlock pets gain 35% of owner's armor value
    if (IsPet())
        bonus_armor = float(CalculatePct(m_owner->GetArmor(), 35));

    value  = GetModifierValue(unitMod, BASE_VALUE);
    value *= GetModifierValue(unitMod, BASE_PCT);
    value += GetStat(STAT_AGILITY) * 2.0f;
    value += GetModifierValue(unitMod, TOTAL_VALUE) + bonus_armor;
    value *= GetModifierValue(unitMod, TOTAL_PCT);

    SetArmor(int32(value));
}

void Guardian::UpdateMaxHealth()
{
    UnitMods unitMod = UNIT_MOD_HEALTH;
    float stamina = GetStat(STAT_STAMINA) - GetCreateStat(STAT_STAMINA);

    float multiplicator;
    switch (GetEntry())
    {
        case ENTRY_IMP:         multiplicator = 8.4f;   break;
        case ENTRY_VOIDWALKER:  multiplicator = 11.0f;  break;
        case ENTRY_SUCCUBUS:    multiplicator = 9.1f;   break;
        case ENTRY_FELHUNTER:   multiplicator = 9.5f;   break;
        case ENTRY_FELGUARD:    multiplicator = 11.0f;  break;
        default:                multiplicator = 10.0f;  break;
    }

    float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreateHealth();
    value  *= GetModifierValue(unitMod, BASE_PCT);
    value  += GetModifierValue(unitMod, TOTAL_VALUE) + stamina * multiplicator;
    value  *= GetModifierValue(unitMod, TOTAL_PCT);

    SetMaxHealth((uint32)value);
}

void Guardian::UpdateMaxPower(Powers power)
{
    UnitMods unitMod = UnitMods(UNIT_MOD_POWER_START + power);

    float addValue = (power == POWER_MANA) ? GetStat(STAT_INTELLECT) - GetCreateStat(STAT_INTELLECT) : 0.0f;
    float multiplicator = 15.0f;

    switch (GetEntry())
    {
        case ENTRY_IMP:         multiplicator = 4.95f;  break;
        case ENTRY_VOIDWALKER:
        case ENTRY_SUCCUBUS:
        case ENTRY_FELHUNTER:
        case ENTRY_FELGUARD:    multiplicator = 11.5f;  break;
        default:                multiplicator = 15.0f;  break;
    }

    float value  = GetModifierValue(unitMod, BASE_VALUE) + GetCreatePowers(power);
    value *= GetModifierValue(unitMod, BASE_PCT);
    value += GetModifierValue(unitMod, TOTAL_VALUE) +  addValue * multiplicator;
    value *= GetModifierValue(unitMod, TOTAL_PCT);

    SetMaxPower(power, uint32(value));
}

void Guardian::UpdateAttackPowerAndDamage(bool ranged)
{
    if (ranged)
        return;

    float val = 0.0f;
    float bonusAP = 0.0f;
    UnitMods unitMod = UNIT_MOD_ATTACK_POWER;

    if (GetEntry() == ENTRY_IMP)                                   // imp's attack power
        val = GetStat(STAT_STRENGTH) - 10.0f;
    else
        val = 2 * GetStat(STAT_STRENGTH) - 20.0f;

    Unit* owner = GetOwner();
    if (owner && owner->GetTypeId() == TYPEID_PLAYER)
    {
        if (IsHunterPet())                      //hunter pets benefit from owner's attack power
        {
            bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.22f;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.125f));
        }
        //demons benefit from warlocks shadow or fire damage
        else if (IsPet() && owner->getClass() == CLASS_WARLOCK)
        {
            int32 fire  = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
            int32 shadow = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_SHADOW);
            int32 maximum  = (fire > shadow) ? fire : shadow;
            if (maximum < 0)
                maximum = 0;
            SetBonusDamage(int32(maximum * 0.15f));
            bonusAP = maximum * 0.57f;
        }
        //water elementals benefit from mage's frost damage
        else if (GetEntry() == ENTRY_WATER_ELEMENTAL)
        {
            int32 frost = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FROST)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FROST);
            if (frost < 0)
                frost = 0;
            SetBonusDamage(int32(frost * 0.4f));
        }
    }

    SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, val + bonusAP);

    //in BASE_VALUE of UNIT_MOD_ATTACK_POWER for creatures we store data of meleeattackpower field in DB
    float base_attPower  = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);
    float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;

    //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(UNIT_FIELD_ATTACK_POWER, (int32)base_attPower);
    //UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
    SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, (int32)attPowerMod);
    //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
    SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);

    //automatically update weapon damage after attack power modification
    UpdateDamagePhysical(BASE_ATTACK);
}

void Guardian::UpdateDamagePhysical(WeaponAttackType attType)
{
    if (attType > BASE_ATTACK)
        return;

    float bonusDamage = 0.0f;
    if (m_owner->GetTypeId() == TYPEID_PLAYER)
    {
        //force of nature
        if (GetEntry() == ENTRY_TREANT)
        {
            int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE);
            if (spellDmg > 0)
                bonusDamage = spellDmg * 0.09f;
        }
        //greater fire elemental
        else if (GetEntry() == ENTRY_FIRE_ELEMENTAL)
        {
            int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
            if (spellDmg > 0)
                bonusDamage = spellDmg * 0.4f;
        }
        // shadowfiend 65.7% per 10 hits so 6.57 per hit
        else if (GetEntry() == ENTRY_SHADOWFIEND)
        {
            int32 spellDmg = int32(m_owner->SpellBaseDamageBonus(SPELL_SCHOOL_MASK_SHADOW));
            if (spellDmg > 0)
                bonusDamage = spellDmg * 0.0657f;
        }
    }

    UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;

    float att_speed = float(GetAttackTime(BASE_ATTACK)) / 1000.0f;

    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * att_speed  + bonusDamage;
    float base_pct    = GetModifierValue(unitMod, BASE_PCT);
    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);

    float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE);
    float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);

    /*int32 speed_mod = GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKSPEED);
    base_pct *= 100.0f / (100.0f + float(speed_mod / 2));*/

    float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;

    //  Pet's base damage changes depending on happiness
    if (IsHunterPet() && attType == BASE_ATTACK)
    {
        switch (ToPet()->GetHappinessState())
        {
            case HAPPY:
                // 125% of normal damage
                mindamage = mindamage * 1.25f;
                maxdamage = maxdamage * 1.25f;
                break;
            case CONTENT:
                // 100% of normal damage, nothing to modify
                break;
            case UNHAPPY:
                // 75% of normal damage
                mindamage = mindamage * 0.75f;
                maxdamage = maxdamage * 0.75f;
                break;
        }
    }

    SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
    SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
}

